| [1853] | 1 |  | 
|---|
 | 2 |  | 
|---|
 | 3 | /*  | 
|---|
 | 4 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
 | 5 |  | 
|---|
 | 6 |    Copyright (C) 2004 orx | 
|---|
 | 7 |  | 
|---|
 | 8 |    This program is free software; you can redistribute it and/or modify | 
|---|
 | 9 |    it under the terms of the GNU General Public License as published by | 
|---|
 | 10 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
 | 11 |    any later version. | 
|---|
| [1872] | 12 |  | 
|---|
 | 13 |    ### File Specific: | 
|---|
 | 14 |    main-programmer: Patrick Boenzli | 
|---|
| [2190] | 15 |    co-programmer: Christian Meyer | 
|---|
| [1853] | 16 | */ | 
|---|
 | 17 |  | 
|---|
| [2036] | 18 | #include "player.h" | 
|---|
| [2190] | 19 | #include "stdincl.h" | 
|---|
 | 20 | #include "collision.h" | 
|---|
| [2036] | 21 |  | 
|---|
| [1856] | 22 | using namespace std; | 
|---|
| [1853] | 23 |  | 
|---|
 | 24 |  | 
|---|
| [2190] | 25 | Player::Player(bool isFree) : WorldEntity(isFree) | 
|---|
 | 26 | { | 
|---|
| [2811] | 27 |  | 
|---|
| [3238] | 28 |   this->obj = new Object("reaplow.obj"); | 
|---|
| [2811] | 29 |   /* | 
|---|
| [2730] | 30 |   objectList = glGenLists(1); | 
|---|
 | 31 |   glNewList (objectList, GL_COMPILE); | 
|---|
 | 32 |  | 
|---|
 | 33 |   glBegin(GL_TRIANGLES); | 
|---|
 | 34 |   glColor3f(1,1,1); | 
|---|
 | 35 |   glVertex3f(0,0,0.5); | 
|---|
 | 36 |   glVertex3f(-0.5,0,-1); | 
|---|
 | 37 |   glVertex3f(0.5,0,-1); | 
|---|
 | 38 |  | 
|---|
 | 39 |   glVertex3f(0,0,0.5); | 
|---|
 | 40 |   glVertex3f(0,0.5,-1); | 
|---|
 | 41 |   glVertex3f(0,-0.5,-1); | 
|---|
 | 42 |   glEnd(); | 
|---|
 | 43 |      | 
|---|
 | 44 |   glBegin(GL_QUADS); | 
|---|
 | 45 |   glColor3f(0,0,1); | 
|---|
 | 46 |   glVertex3f(0.5,0.5,-1); | 
|---|
 | 47 |   glVertex3f(0.5,-0.5,-1); | 
|---|
 | 48 |   glVertex3f(-0.5,-0.5,-1); | 
|---|
 | 49 |   glVertex3f(-0.5,0.5,-1); | 
|---|
 | 50 |   glEnd(); | 
|---|
 | 51 |    | 
|---|
 | 52 |   glEndList (); | 
|---|
| [2811] | 53 |   */ | 
|---|
| [1872] | 54 | } | 
|---|
| [1853] | 55 |  | 
|---|
| [3238] | 56 | Player::~Player() | 
|---|
| [1896] | 57 | { | 
|---|
| [3238] | 58 |   delete this->obj; | 
|---|
| [1896] | 59 | } | 
|---|
| [1853] | 60 |  | 
|---|
| [3238] | 61 | void Player::postSpawn() | 
|---|
| [1858] | 62 | { | 
|---|
| [3238] | 63 |   travelSpeed = 15.0; | 
|---|
| [2816] | 64 |   velocity = Vector(); | 
|---|
 | 65 |   bUp = bDown = bLeft = bRight = bAscend = bDescend = false; | 
|---|
 | 66 |   bFire = false; | 
|---|
 | 67 |   acceleration = 10.0; | 
|---|
| [3238] | 68 |   setCollision(new CollisionCluster(1.0, Vector(0,0,0))); | 
|---|
| [1858] | 69 | } | 
|---|
 | 70 |  | 
|---|
| [3238] | 71 | void Player::tick(float time) | 
|---|
| [1872] | 72 | { | 
|---|
| [3238] | 73 |   // movement | 
|---|
 | 74 |   move (time); | 
|---|
| [1872] | 75 | } | 
|---|
| [1858] | 76 |  | 
|---|
| [3238] | 77 | void Player::hit(WorldEntity* weapon, Vector loc) | 
|---|
| [1900] | 78 | { | 
|---|
 | 79 | } | 
|---|
 | 80 |  | 
|---|
| [3238] | 81 | void Player::destroy() | 
|---|
| [1872] | 82 | { | 
|---|
 | 83 | } | 
|---|
 | 84 |  | 
|---|
| [3238] | 85 | void Player::collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) | 
|---|
| [1872] | 86 | { | 
|---|
 | 87 | } | 
|---|
 | 88 |  | 
|---|
| [3238] | 89 | void Player::command(Command* cmd) | 
|---|
| [1872] | 90 | { | 
|---|
| [2636] | 91 |   //printf("Player|recieved command [%s]\n", cmd->cmd); | 
|---|
 | 92 |   if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; | 
|---|
 | 93 |   else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; | 
|---|
 | 94 |   else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; | 
|---|
 | 95 |   else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; | 
|---|
 | 96 |   else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; | 
|---|
| [1872] | 97 | } | 
|---|
 | 98 |  | 
|---|
| [3238] | 99 | void Player::draw() | 
|---|
| [2640] | 100 | {  | 
|---|
| [2551] | 101 |   glMatrixMode(GL_MODELVIEW); | 
|---|
 | 102 |   glLoadIdentity(); | 
|---|
 | 103 |   float matrix[4][4]; | 
|---|
 | 104 |    | 
|---|
| [3238] | 105 |   glTranslatef(getPlacement()->r.x, getPlacement()->r.y, getPlacement()->r.z); | 
|---|
 | 106 |   getPlacement()->w.matrix (matrix); | 
|---|
 | 107 |   glMultMatrixf((float*)matrix); | 
|---|
| [2551] | 108 |    | 
|---|
| [3238] | 109 |   glMatrixMode(GL_MODELVIEW); | 
|---|
 | 110 |   glRotatef(-90, 0,1,0); | 
|---|
| [2811] | 111 |   obj->draw(); | 
|---|
| [3238] | 112 |   // glCallList(objectList); | 
|---|
| [2551] | 113 |  | 
|---|
 | 114 |    | 
|---|
| [2816] | 115 |    | 
|---|
| [2190] | 116 | } | 
|---|
| [2036] | 117 |  | 
|---|
| [3238] | 118 | void Player::getLookat(Location* locbuf) | 
|---|
| [1896] | 119 | { | 
|---|
| [3238] | 120 |   *locbuf = *getLocation(); | 
|---|
 | 121 |   //locbuf->dist += 5.0; | 
|---|
| [2190] | 122 | } | 
|---|
| [2036] | 123 |  | 
|---|
| [3238] | 124 | void Player::leftWorld() | 
|---|
| [2190] | 125 | { | 
|---|
| [1872] | 126 | } | 
|---|
 | 127 |  | 
|---|
| [3238] | 128 | void Player::move(float time) | 
|---|
| [1858] | 129 | { | 
|---|
| [2551] | 130 |   Vector accel(0.0, 0.0, 0.0); | 
|---|
| [3238] | 131 |   /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ | 
|---|
 | 132 |   Placement *pos = getPlacement(); | 
|---|
| [2551] | 133 |   /* calculate the direction in which the craft is heading  */ | 
|---|
 | 134 |   Vector direction(0.0, 0.0, 1.0); | 
|---|
 | 135 |   direction = pos->w.apply(direction); | 
|---|
 | 136 |   Vector orthDirection(0.0, 0.0, 1.0); | 
|---|
 | 137 |   orthDirection = orthDirection.cross(direction); | 
|---|
 | 138 |  | 
|---|
 | 139 |   if( bUp) { accel = accel+(direction*acceleration); } | 
|---|
 | 140 |   if( bDown) { accel = accel-(direction*acceleration); } | 
|---|
 | 141 |   if( bLeft ) { accel = accel + (orthDirection*acceleration); } | 
|---|
 | 142 |   if( bRight ) { accel = accel - (orthDirection*acceleration); } | 
|---|
 | 143 |   if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} | 
|---|
| [3238] | 144 |   if( bDescend) {/* FIXME */} /* \todo up and down player movement */ | 
|---|
| [2551] | 145 |  | 
|---|
| [3238] | 146 |   Location* l = getLocation(); | 
|---|
| [2551] | 147 |    | 
|---|
 | 148 |   // r(t) = r(0) + v(0)*t + 1/2*a*t^2 | 
|---|
 | 149 |   // r = position | 
|---|
 | 150 |   // v = velocity | 
|---|
 | 151 |   // a = acceleration | 
|---|
 | 152 |  | 
|---|
 | 153 |   /* this the base-speed of the player: determines how fast and how the player follows the track*/ | 
|---|
| [3238] | 154 |   l->dist = l->dist + travelSpeed * time; | 
|---|
| [2551] | 155 |  | 
|---|
 | 156 |   /* this updates the player position on the track - user interaction */ | 
|---|
 | 157 |   l->pos = l->pos + accel*time; | 
|---|
| [1896] | 158 | } | 
|---|